Results 141 to 150 of about 526,712 (305)
Abstract Discrete choice experiments are increasingly being used to estimate land managers' willingness to accept participation in incentive‐based environmental programs. This is a specific application of discrete choice experiments: the estimation of willingness to accept for a private good (program participation) where respondents have to make trade ...
Anastasio J. Villanueva +2 more
wiley +1 more source
(Digital) Game-Based Learning in Mathematics [PDF]
Mathematics is often viewed as an abstract body of knowledge that is disconnected from the real world, unlike other STEM disciplines. Thus, students may experience a sense of disconnection from the mathematical topics. Additionally, traditional teaching methods are criticized for their inability to engage students and for denying them the autonomy to ...
Jukić Matić, Ljerka +1 more
openaire
ABSTRACT Disparities in Assistive Technology (AT) access exist for Aboriginal and Torres Strait Islander peoples despite recent policy reforms. This paper brings together First Nations and Western academic ways of being, knowing and doing to deliver an AT practice analysis based upon primary data from two research reports into the cultural safety of AT
Shane Hearn +6 more
wiley +1 more source
Game-based learning is a widely implemented model in biology education. This study aimed to know (1) the contribution of improving the ability of high school students after the implementation of Game-Based Learning in biology learning; (2) the types of ...
Nida Zahra Al Banna +1 more
doaj +1 more source
ABSTRACT In Australia, governments fund Community Legal Centres (CLCs) as part of the legal assistance sector (LAS) to meet the ‘legal needs’ of people experiencing disadvantage who cannot afford private legal services. Persistent unmet demand for CLCs is well‐documented. As artificial intelligence (AI) is increasingly used in private legal practice to
Catherine Hastings +2 more
wiley +1 more source
A Platform Independent Game Technology Model for Model Driven Serious Games Development [PDF]
Game‑based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of ‘digital native’ learners. However, this approach is impeded by the
Carter, C, Hanneghan, M, Tang, SOT
core
‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +1 more source
Vaccine-preventable diseases remain a global threat to public health, and despite the proven effectiveness of vaccines in protecting against these diseases, some people still avoid vaccinations for themselves or their children.
Andreas Lieberoth +12 more
doaj +1 more source
Abstract While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank
Mohammad Aldalou +5 more
wiley +1 more source
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley +1 more source

